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  1. #41
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Bakugekiki View Post
    As I said, when you do a dungeon, you've made a commitment for the next 90 minutes. If you cannot handle that commitment, then why are YOU in the queue...?
    The dungeon timer is from a time when dungeon slots were extremely limited and people would squat in dungeons, never letting anyone else enter. I'd say the roughly 30 minute Trust runs to be what Squenix considers the norm.

    Quote Originally Posted by Mahoukenshi View Post
    Ignoring the usual of people throwing sh!t at each other: Does anyone know if it has always been normal that mobs in dungeons turn invincible and (try to) return to their starting position - like in open world - after they got dragged a certain distance by wall-to-wall/large pulls? I noticed it a couple of times in lower-ARR dungeons since 5.1, but can't remember it in HW dungeons when other tanks did it.
    It used to be possible to leash mobs by pulling the boss, having the tank stand on the barrier line and when it finally came up, the trash couldn't enter and would run back to their spawn. I'm 95% sure this worked in every dungeon until Squenix fixed it. As for current example, mobs can't follow you through the elevator shaft in Copperbell or through the whatever sand in Cutter's Cry,so they just run back.
    (5)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  2. #42
    Player
    DumdogsWorld's Avatar
    Join Date
    Mar 2018
    Posts
    636
    Character
    W'kohrahx Tia
    World
    Balmung
    Main Class
    Dragoon Lv 80
    I don't mind big pulls if the tank isn't squishy and the healer's competent. Where I get annoyed is when a tank gives visual cues saying that they're stopping the pull at a specific mob, and then they decide like 5 seconds later to run off and pull another mob that's rather far away.

    My buffs and job gauge don't last forever, guys.
    (9)

  3. #43
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Bakugekiki View Post
    they will go down a lot quicker individually, than if you try to take out 213128901 of them at once.
    This is false.
    (18)

  4. #44
    Player
    Lubu_Mykono's Avatar
    Join Date
    Aug 2018
    Location
    Radz-At-Han
    Posts
    320
    Character
    Lubu Mykono
    World
    Phantom
    Main Class
    Dark Knight Lv 90
    If you are not happy with doing dungeons because people pull too much then level other ways:

    1. Squadrons
    2. Trusts
    3. The "Easier" Roulettes
    4. Beast Tribes

    etc., etc.,

    In general, dungeons are some of the easiest content in the game once you know them. Tell the tank not to pull as much if you cannot handle it.
    Or just eat up the 30 minutes and leave, and do some crafting.
    Expecting other players to change because you can't handle isn't going to happen.
    (4)

  5. #45
    Player
    DynnDiablos's Avatar
    Join Date
    Mar 2019
    Posts
    1,178
    Character
    Shai Rae
    World
    Seraph
    Main Class
    Dancer Lv 100
    I do believe it puts unnecessary strain on those new to healing when a tank refuses to even factor that in.
    (4)
    "The worst foe lies within the self."

  6. #46
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Bakugekiki View Post
    I'm gonna go on a bit of a rant here...

    It irks me greatly when I'm in a dungeon duty and a tank is pulling multiple skirmishes at once, even as much as an entire leg of a dungeon. This is neither smart nor effective, especially if a healer cannot contribute to the damage dealing because (s)he is too busy trying to keep everybody alive and expending his/her entire MP pool in the process. It's even more irritating when I as a tank am being asked to pull more than one skirmish, and people start getting salty or even quitting because they don't like my pace.

    IT'S NOT A RACE, PEOPLE!!! When you do a dungeon, you are committed to it for 90 minutes, and while it should never take nearly that long with a decent party, there's no need to attempt to blitz through it and risk a wipe, either. Stop trying to be a hero, and concentrate your attacks on one enemy at a time! I guarantee, they will go down a lot quicker individually, than if you try to take out 213128901 of them at once.

    everything in bold is just flat wrong. it is simple math to figure out that AoE does more damage overall when theres 3+ mobs to hit, every single time. The 90 minute timer has nothing to do with "time commitment", that is Square's instance timer as they only have so much server space. meaning, the 90 minutes is all you're allowed to stick around for until you get pushed out to make room for more players. Your argument is like suggesting waiting in line at a bank for ALL of their operating hours while people line up behind you just because you can. (eventually, i hope, security would escort you out for being a nuisance.)
    (6)

  7. #47
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    Quote Originally Posted by Bakugekiki View Post
    I guarantee, they will go down a lot quicker individually, than if you try to take out 213128901 of them at once.
    This is true only if it's below 40, where most jobs don't even have an AOE yet, OR if above 40 and the jobs with AOEs aren't using them.
    (2)

  8. #48
    Player
    OcieKo's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    409
    Character
    Ociela Koslun
    World
    Midgardsormr
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Frizze View Post
    snip
    Your math is wrong, at level 18 you still have to rank up the Astral Fire and only Astral Fire I is available at level 18, and the trait bonus of 10% doesn't hit until level 20. Tho realistically it wont change the outcome much since all the missing percentages will affect both, but the gap will be a lot smaller at 18 given that your losing about 25% of the damage off of 5 hits as opposed to 12-16 hits.
    (1)

  9. #49
    Player
    DenzelVilliers's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    158
    Character
    Chris Evans
    World
    Behemoth
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Bakugekiki View Post
    ...This is neither smart nor effective, especially if a healer cannot contribute to the damage dealing because (s)he is too busy trying to keep everybody alive and expending his/her entire MP pool in the process...
    I'm sorry but it's effective and "smart", i don't mind at all if people are going to do Big Pulls or not, but Big Pulls are effective and nothing can be done against that statement. Dungeons can be clear way faster and efficient that way, especially for people who have a job can gather more time to play the game in their free times with that.

    If it's not a "race" how did you say that: "I guarantee, they will go down a lot quicker individually", it's not quicker at all to do individually pulls, and if it was quicker there's a contradiction here, shouldn't you do big pulls to do things a bit slower?, that's not what you asking for pointing about "not being a race" to look for fast Clears?.

    If the healer is too busy to keep everyone alive and burning their MP to heal people without have window to help on DPS there's 2 possible mistakes, the first one it's you who's not using your CDs efficiently, is not dodging AoEs ( you and another person, because "he's too busy trying to keep everybody alive", which means, more than 1 person is suffering Damage instead only you for being a Tank ) or your ILV gear is weak what lead us to the second point, the Second point is that the Tank AND the Healer must check their Gear status RIGHT AFTER the Dungeon starts BEFORE ANY PULLS, that way both can see how bigger the Pulls they can handle, i do Check Healer Gears every single time and if their Gear is enough but people are dying, they are burning their MP and/or not Helping on DPS at pulls it's not my fault at all.
    (2)
    Last edited by DenzelVilliers; 11-06-2019 at 10:27 PM.

  10. #50
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Bakugekiki View Post
    As I said, when you do a dungeon, you've made a commitment for the next 90 minutes. If you cannot handle that commitment, then why are YOU in the queue...?
    If your dungeons take 90min to complete, I'll have figured that out in the first 10 or so.

    That's my clue to quit the dungeon, wait the 30 min, and complete it with a more competent group.

    But basically:

    (18)
    Last edited by Deceptus; 11-06-2019 at 10:20 PM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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